2016-05-30 16:37:03 +00:00
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///////////////////////////////////////////////////////////////////////////////////
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/// OpenGL Mathematics (glm.g-truc.net)
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///
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/// Copyright (c) 2005 - 2015 G-Truc Creation (www.g-truc.net)
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/// Permission is hereby granted, free of charge, to any person obtaining a copy
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/// of this software and associated documentation files (the "Software"), to deal
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/// in the Software without restriction, including without limitation the rights
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/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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/// copies of the Software, and to permit persons to whom the Software is
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/// furnished to do so, subject to the following conditions:
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///
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/// The above copyright notice and this permission notice shall be included in
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/// all copies or substantial portions of the Software.
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///
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/// Restrictions:
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/// By making use of the Software for military purposes, you choose to make
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/// a Bunny unhappy.
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///
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/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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/// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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/// THE SOFTWARE.
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///
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/// @ref gtx_closest_point
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/// @file glm/gtx/closest_point.inl
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/// @date 2005-12-30 / 2011-06-07
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/// @author Christophe Riccio
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///////////////////////////////////////////////////////////////////////////////////////////////////
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namespace glm
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{
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template <typename T, precision P>
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GLM_FUNC_QUALIFIER tvec3<T, P> closestPointOnLine
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(
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tvec3<T, P> const & point,
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tvec3<T, P> const & a,
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tvec3<T, P> const & b
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)
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{
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T LineLength = distance(a, b);
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tvec3<T, P> Vector = point - a;
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tvec3<T, P> LineDirection = (b - a) / LineLength;
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// Project Vector to LineDirection to get the distance of point from a
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T Distance = dot(Vector, LineDirection);
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if(Distance <= T(0)) return a;
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if(Distance >= LineLength) return b;
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return a + LineDirection * Distance;
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}
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template <typename T, precision P>
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GLM_FUNC_QUALIFIER tvec2<T, P> closestPointOnLine
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(
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tvec2<T, P> const & point,
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tvec2<T, P> const & a,
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tvec2<T, P> const & b
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)
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{
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T LineLength = distance(a, b);
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tvec2<T, P> Vector = point - a;
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tvec2<T, P> LineDirection = (b - a) / LineLength;
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// Project Vector to LineDirection to get the distance of point from a
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T Distance = dot(Vector, LineDirection);
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if(Distance <= T(0)) return a;
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if(Distance >= LineLength) return b;
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return a + LineDirection * Distance;
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}
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}//namespace glm
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